// Kony

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "LevelUpInfo.generated.h"

USTRUCT(BlueprintType)
struct FBaseLevelUpInfo
{
	GENERATED_BODY()
	//升级需求的修为值
	UPROPERTY(EditDefaultsOnly)
	int32 LevelUpRequirement = 0;
	//升级后获得的属性点,增加主属性
	UPROPERTY(EditDefaultsOnly)
	int32 AttributePointAward = 5;
	//升级后获得的修为点,增加被动技能
	UPROPERTY(EditDefaultsOnly)
	int32 SpellPointAward = 1;
	
};

/**
 * 修为升级信息 数据资产
 */
UCLASS()
class GASC_HUANLING_API ULevelUpInfo : public UDataAsset
{
	GENERATED_BODY()
public:
	//蓝图中获取升级信息数据资产
	UPROPERTY(EditDefaultsOnly)
	TArray<FBaseLevelUpInfo> LevelUpInformation;
	//通过修为值判断是否升级了
	int32 FindLevelForXP(int32 XP) const;
};
